Fleet Carrier Tritium Processing Module

In my Deep Space Carrier series, I have to stop off to mine tritium quite a lot, but tritium is simply an isotope of hydrogen, and should be easily convertible via the fusion powerplants on the carrier. Add a tritium processing module that scoops hydrogen off the nearby star and converts it to tritium. I would say the tritium market would be affected, but the prevailing wisdom I've seen from the mining community is you don't mine tritium...you go mine platinum and then just buy tritium with the profits, so not sure that's much of an issue.
 
Your carrier doesn’t fly in the corona of a star to scoop hydrogen.
True but player ship does it so I would be nice to have ability to refine that hydrogen into tritium (Refinery module on ship) or to transfer it to carrier which would do the same or to allow carrier use hydrogen instead of tritium (by for example consuming double amount of hydrogen fuel per jump when compared to tritium).
 
And Carbon is one of the most common elements in the universe and yet I have to go digging in rocks for it. Don't expect the game to make any sense. It's a mish-mash of systems stolen from other games with the names changed and the devs have no clue why those systems work or even existed in other games.

If the mechanic didn't come from a park sim I 100% guarantee the devs have no clue about why it's there or how it works.
 
FDev don't want us to create tritium passively, given that this has been asked for many times and there's not even a suggestion of any changes being made to carriers.
Well we do have such ability in game already. Each time ore is being collected it goes to Refinery where it it processed passively. The same can be done for hydrogen. Ship refinery or other module can simply convert hydrogen into tritium by consuming power from ship reactor at the cost of increased fuel consumption. It makes perfect sense in terms of game features we already have. There is also alternative to it which is tritium fuel scoop and it also makes perfect sense based on game features we have now.
 
Well we do have such ability in game already. Each time ore is being collected it goes to Refinery where it it processed passively. The same can be done for hydrogen. Ship refinery or other module can simply convert hydrogen into tritium by consuming power from ship reactor at the cost of increased fuel consumption. It makes perfect sense in terms of game features we already have. There is also alternative to it which is tritium fuel scoop and it also makes perfect sense based on game features we have now.
You're not collecting ores or hydrogen passively. You're actively launching a collector limpet or flying your ship into a sun and steering it into the appropriate location.

Saying any of that is passive is like saying combat is passive because the player is relying on a multicannon to put bullets in another ship's hull.
 
You're not collecting ores or hydrogen passively. You're actively launching a collector limpet or flying your ship into a sun and steering it into the appropriate location.

Saying any of that is passive is like saying combat is passive because the player is relying on a multicannon to put bullets in another ship's hull.
Process of converting those into materials is passive and I was referring to it. I'm not sure where this interpretation came from.
Imagine this:
1. Scooping fuel from star.
2. Refining it into tritium using ship refinery (in the same way as ore is being processed- passively) or other specialized module made for this purpose alone.
3. Delivering tritium to carrier fuel tank.
Things like conversion rate, fuel cost, energy drain can be adjusted. Even something like license cost/unit can be added to calm all those players who worry about it being used as a passive source of income. Such license cost can be even added to carrier weekly maintenance if fleet carrier refinery is used in the process.
 
And Carbon is one of the most common elements in the universe and yet I have to go digging in rocks for it. Don't expect the game to make any sense. It's a mish-mash of systems stolen from other games with the names changed and the devs have no clue why those systems work or even existed in other games.

If the mechanic didn't come from a park sim I 100% guarantee the devs have no clue about why it's there or how it works.
And that's why we bring these kinds of issues up so that hopefully someone on the dev team notices and has an "aha!" moment. Unlikely, to be sure, but we we're certain to get nothing if we never ask.
 
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